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Allow players to see players at every distance, but not effects
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@ -1046,6 +1046,16 @@ void CCharacter::Snap(int SnappingClient)
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pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags;
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}
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int CCharacter::NetworkClipped(int SnappingClient)
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{
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return NetworkClipped(SnappingClient, m_Pos);
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}
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int CCharacter::NetworkClipped(int SnappingClient, vec2 CheckPos)
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{
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return 0;
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}
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// DDRace
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bool CCharacter::CanCollide(int ClientID)
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@ -34,6 +34,8 @@ public:
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virtual void TickDefered();
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virtual void TickPaused();
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virtual void Snap(int SnappingClient);
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virtual int NetworkClipped(int SnappingClient);
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virtual int NetworkClipped(int SnappingClient, vec2 CheckPos);
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bool IsGrounded();
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@ -138,8 +138,8 @@ public:
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Returns:
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Non-zero if the entity doesn't have to be in the snapshot.
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*/
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int NetworkClipped(int SnappingClient);
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int NetworkClipped(int SnappingClient, vec2 CheckPos);
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virtual int NetworkClipped(int SnappingClient);
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virtual int NetworkClipped(int SnappingClient, vec2 CheckPos);
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bool GameLayerClipped(vec2 CheckPos);
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